Rigging

Characters are rigged automatically, with no markers to place:

  1. The skeleton is built on the generated body's joints.
  2. MakeHuman's CC0 skin weights are mapped onto it.
  3. Every clothing, hair and accessory vertex then gets weights: proxies through their reference vertices, and garments through the base mesh or the nearest body vertices.

Weights follow through subdivision.

Option Choices
Skeleton Game rig (65 bones, Mixamo names; retargets to Mixamo / Unity Humanoid / Unreal), lite (25 bones, no fingers), full MakeHuman (163 bones incl. face), none. Each also gets a WeaponR socket bone (below).
Facial bones jaw + eyes (on by default; the eyes glance around in every clip)
Rest pose A-pose (natural) or T-pose (re-posed with linear blend skinning)

These options live in the Export panel.

Weapon socket

Every rig has a WeaponR bone under the right hand, centred in the closed grip. Its +Y axis runs out of the top of the fist (the grip and blade axis), and +Z points toward the knuckles. Parenting a prop to it is how games usually attach weapons, so you can swap weapons in the engine without re-exporting the character.

What's exported

scripts/blender_rig_check.py imports the exports into Blender and checks that posing deforms the mesh correctly.